#version 460 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;

uniform float skewingX;
out vec3 ourColor;//向片段着色器输出一个颜色

void main(){
    gl_Position = vec4(aPos.x + skewingX,-aPos.y, aPos.z, 1);
    ourColor = vec3(gl_Position.xyz);
}